-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Le Vendredi 08 Août 2003 15:58, Todd Mitchell a écrit : > >For now, still fix the multistage and make it work well. But really need > > some > > >GFXer to draw the cuttable wall. > > I get the hint - shut up and draw me some pictures... never said that, just said my picture didn't show up everything cause my lack of skills. > Anyway I get the idea that the best way to do this would be using wall > graphics that are taller than 32px would make this easier since single > level walls would show the wall top while stacked walls would truncate the > tops and continue on up. That's the idea and that's what i tried to make (the right part of screenshot i supposed to be trucated wall). However couldn't achieved doing it correctly. I'll take a look at how other games handles it.... > As a bonus you would have a little 3d effect when > standing behind a wall (it would cover your knees sort of thing). Difficult, since player and monsters are supposed to be drawn on top However, for now, if you look at left part of screenshot if someone was on ground next to north waal, player upstairs won't see him. And if he was at corner, he would be half hidden by big wall. But the player himself won't see he is covered by a wall. And i consider too something more clever like, the guy donwstair can see the guys upstairs if he is far enough. But still have to investigate. > I don't > think this something that is going to happen quickly and it's not something > that should be slapped into place. I'm still adding smoothing graphics from > your last big project - let alone walls, but I will play with it a bit. Not an emergency :P still have the falling code to put in place and the multistages code is still not yet in CVS. > the meantime what about object height? Will a demon lord's head be 5 > floors up? This change you propose is a larger change than some might > suspect I suspect - and waht about if you drop onto some floor type that > currently blocked - like water? You do need to consider blocking while you > are at it you know... lots of smoke and mirrors to work out. Yeah was considering blocked problem too. Perhaps slipping. The demonlord using, for example, 3 floors is a big big problem. In fact, it's the problem of standing it up from a ground position. And as far as i can remember, this was the biggest problem of ISO which concluded to *redraw all maps* > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.2 (GNU/Linux) iD8DBQE/M7rnHHGOa1Q2wXwRAmtWAKCtjybpM9UByLTMuVaGbYhdoj1tGQCeL4yV neggDzfo/x3JGa8eoRcK9J4= =YXkw -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel